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mod_editor_tools_name = 编辑工具
mod_editor_tools_desc = 运行中的游戏之上的创作窗口:场景、剧本、地图、交互物和光照编辑器,以及 Godot 场景构建器。保存的都是普通模组文件,游戏会立即生效。
tools/common/save = 保存
tools/common/save_tip = 保存文件(Ctrl+S)
tools/common/saved = 已保存:{0}
tools/common/loaded = 已打开:{0}
tools/common/load_error = 加载错误
tools/common/readonly = 无法保存:模组是只读的(zip)或路径无效。
tools/common/no_writable_mods = 没有可写的模组(只能编辑文件夹形式的模组)。
tools/common/no_files = 模组"{0}"还没有这类文件——用"+"创建一个。
tools/common/no_file_to_save = 请先选择或创建一个文件(文件列表旁的"+")。
tools/common/new_file = 新文件
tools/common/new_file_hint = 首次保存时会在 {0}/{1}/ 中创建扩展名为 {2} 的文件。
tools/common/new_file_status = 新文件 {0}——保存时创建。
tools/common/mod_tip = 模组(已有此类文件的模组排在前面;· —— 还没有)
tools/common/file_tip = 模组内的文件
tools/common/search = 搜索…
tools/common/json = JSON
tools/common/json_tip = 显示生成文件的 JSON
tools/common/background_missing = 场景"{1}"的背景"{0}"没有任何模组提供——请手动选择一个。
tools/map_editor/title = 地图编辑器
tools/map_editor/hint = 左键——选择 / 拖动 · 右键——删除顶点 · 双击、Enter 或 Esc——完成区域 · Del——删除区域 · Ctrl+S——保存
tools/map_editor/reload_map = 刷新游戏内地图
tools/map_editor/reload_map_tip = 在运行中的游戏里重新读取已保存的地图文件
tools/map_editor/reloaded = 游戏内地图已刷新。
tools/map_editor/select_mode = 选择
tools/map_editor/draw_region = 绘制
tools/map_editor/draw_started = 点击地图放置顶点。双击、Enter 或 Esc 完成,右键删除最后一个。
tools/map_editor/background = 预览背景
tools/map_editor/zones = 区域
tools/map_editor/add_region = + 区域
tools/map_editor/add_region_tip = 新区域:点击地图绘制多边形
tools/map_editor/add_marker = + 标记
tools/map_editor/add_label = + 文字标签
tools/map_editor/delete = 删除区域
tools/map_editor/delete_tip = 删除选中的区域(Del)
tools/map_editor/delete_confirm = 删除选中的区域?保存时更改会写入文件。
tools/map_editor/deleted = 区域"{0}"已删除。
tools/map_editor/props = 区域属性
tools/map_editor/zone_missing = 在列表或地图上选择一个区域。
tools/map_editor/id = ID
tools/map_editor/id_empty = 区域 ID 不能为空。
tools/map_editor/duplicate_id = 区域 ID 已被使用:
tools/map_editor/title_key = 标题
tools/map_editor/description = 描述
tools/map_editor/no_translation = 在本地化中找不到该键
tools/map_editor/scene = 场景
tools/map_editor/scene_none = (无)
tools/map_editor/availability = 可用性
tools/map_editor/locked = 禁止前往
tools/map_editor/hidden = 在地图上隐藏
tools/map_editor/effective = 游戏中:
tools/map_editor/effective_open = 开放
tools/map_editor/effective_locked = 锁定(Locked 标志)
tools/map_editor/effective_no_scene = 锁定(没有场景)
tools/map_editor/effective_unknown_scene = 锁定(找不到场景)
tools/map_editor/effective_hidden = 在地图上隐藏
tools/map_editor/marker = 标记
tools/map_editor/image = 图标
tools/map_editor/image_placeholder = 纹理 ID
tools/map_editor/icon_search = 查找图标…
tools/map_editor/label_section = 文字标签
tools/map_editor/label = 地图上的文字标签
tools/map_editor/x = X(0–1)
tools/map_editor/y = Y(0–1)
tools/map_editor/vertices = 多边形顶点
tools/map_editor/vertices_hint = 在地图上拖动顶点;右键点击顶点将其删除。
tools/map_editor/add_vertex = + 顶点
tools/map_editor/delete_vertex = 删除顶点
tools/map_editor/preview = ▶ 游戏中效果
tools/map_editor/preview_tip = 以游戏中的样子查看地图:悬停、区域卡片、标记(包括未保存的修改)
tools/map_editor/preview_on = 预览:Esc 或 ✕ 返回编辑器。
tools/map_editor/preview_off = 编辑模式。
tools/map_editor/preview_missing = 无法加载地图场景(map_widget.tscn)。
tools/scenario_editor/title = 剧本编辑器
tools/scenario_editor/hint = Ctrl+S——保存 · F5——试玩剧本 · 点击图中的场景——查看其剧本
tools/scenario_editor/play = ▶ 试玩
tools/scenario_editor/play_tooltip = 保存并在游戏中试玩剧本(F5)
tools/scenario_editor/play_stopped = 试玩已停止。
tools/scenario_editor/stop = ■ 停止
tools/scenario_editor/open_file = 在外部编辑器中打开
tools/scenario_editor/open_file_tip = 用系统默认程序打开文件
tools/scenario_editor/open_file_error = 无法打开文件
tools/scenario_editor/rescan = 重新扫描
tools/scenario_editor/rescan_tip = 重新读取剧本列表和图(添加文件后)
tools/scenario_editor/rescanned = 剧本列表已刷新。
tools/scenario_editor/search_files = 查找文件…
tools/scenario_editor/tab_files = 文件
tools/scenario_editor/tab_info = 概要
tools/scenario_editor/tab_graph = 场景图
tools/scenario_editor/graph_select_node = 在图中选择一个场景,查看它的剧本和转场。
tools/scenario_editor/graph_node = 模组 {0} · 剧本 {1}
tools/scenario_editor/graph_node_bg = 背景:{0}
tools/scenario_editor/graph_detail_mod = 模组:{0}
tools/scenario_editor/graph_detail_scenarios = 剧本({0}),按优先级:
tools/scenario_editor/info_scene = 场景
tools/scenario_editor/info_priority = 优先级
tools/scenario_editor/info_condition = 条件
tools/scenario_editor/info_switch_targets = 场景切换
tools/scenario_editor/info_locale_keys = 本地化键
tools/scenario_editor/info_quest_refs = 任务
tools/scenario_editor/bg_previews = 剧本的背景
tools/scenario_editor/bg_missing = 找不到背景:{0}
tools/scenario_editor/no_backgrounds = 这个剧本不更换背景
tools/scenario_editor/save_error = 保存错误:{0}
tools/scenario_editor/readonly_zip = zip 模组中的文件是只读的
tools/scenario_editor/no_scene_error = 剧本头部没有场景(scene:)——没有可试玩的内容。
tools/scenario_editor/unsaved_title = 未保存的更改
tools/scenario_editor/unsaved_switch_text = 这个标签页有未保存的更改。不保存就关闭吗?
tools/scene_builder/title = 场景构建器
tools/scene_builder/hint = 拖动节点本体或手柄 · 点击——选择光标下的节点 · Del——删除节点 · Ctrl+S——保存并重建
tools/scene_builder/base_scene = 显示模组场景的基础场景
tools/scene_builder/mod = 模组
tools/scene_builder/scene = 模组场景(.tscn)
tools/scene_builder/empty_scene = (空的基础场景)
tools/scene_builder/select_mod = — 选择模组 —
tools/scene_builder/select_scene = — 选择场景 —
tools/scene_builder/save_tip = 保存 .tscn 并重建预览(Ctrl+S)
tools/scene_builder/reload = 从磁盘重新加载
tools/scene_builder/reload_tip = 放弃未保存的修改并重新读取场景文件
tools/scene_builder/reloaded = 已从磁盘重新加载场景。
tools/scene_builder/saved_ok = 已保存。
tools/scene_builder/saved_rebuilt = 已保存,预览已重建。
tools/scene_builder/autosaved = 已自动保存。
tools/scene_builder/error_save = 保存错误:模组是只读的。
tools/scene_builder/error_no_scene = 请先选择一个模组场景。
tools/scene_builder/hierarchy = 层级
tools/scene_builder/hierarchy_hint = 金色——模组场景根节点,亮色——可编辑的节点,暗色——基础场景(只读)。
tools/scene_builder/node_type_tip = 新节点的类型
tools/scene_builder/add_node_tip = 在选中的节点(或场景根节点)中添加所选类型的节点
tools/scene_builder/delete_node_tip = 删除选中的模组场景节点
tools/scene_builder/delete_node_title = 删除节点
tools/scene_builder/delete_node_confirm = 删除选中的节点及其子节点?文件会自动保存。
tools/scene_builder/refresh_tip = 刷新节点树
tools/scene_builder/tab_inspector = 检查器
tools/scene_builder/tab_tscn = .tscn 源码
tools/scene_builder/tscn_hint = 检查器和手柄的修改会自动保存;手动修改文本需用 Ctrl+S 保存,同时会重建预览。
tools/scene_builder/inspector_cat_container = 在容器中
tools/scene_builder/inspector_select = 选择模组场景中的一个节点来编辑其属性
tools/scene_builder/inspector_readonly = 只读:该节点属于基础场景
tools/scene_builder/inspector_missing_section = 在 tscn 中找不到节点段(实例化子场景中的节点暂不能编辑)
tools/scene_builder/inspector_preset = 锚点预设
tools/scene_builder/inspector_cat_layout = 布局
tools/scene_builder/inspector_cat_rect = 矩形
tools/scene_builder/inspector_cat_visibility = 可见性
tools/scene_builder/inspector_cat_misc = 其他
tools/scene_builder/inspector_bad_value = 该值无法写入 tscn。
tools/scene_builder/inspector_in_file_tooltip = 存储在 tscn 文件中
tools/scene_builder/inspector_container_banner = 这个节点由容器管理:锚点和偏移由父节点重新计算,在这里修改不会生效。
tools/scene_builder/err_add_failed = 错误:无法创建这种类型的节点。
tools/scene_builder/err_add_parent_missing = 错误:在 tscn 中找不到父节点段(不支持实例化子场景的父节点)。
tools/scene_builder/err_del_root = 错误:不能删除场景根节点。
tools/scene_builder/err_del_none = 错误:请选择一个要删除的模组节点。
tools/interactive_editor/title = 交互编辑器
tools/interactive_editor/hint = 点击碰撞体——选择 · 拖动手柄 · 多边形模式下点击背景添加顶点,右键点击顶点将其删除 · Del——删除对象 · Ctrl+S——保存
tools/interactive_editor/items = 文件中的对象
tools/interactive_editor/add = + 新建
tools/interactive_editor/duplicate = 复制
tools/interactive_editor/delete = 删除对象
tools/interactive_editor/delete_confirm = 从文件中移除选中的交互物?保存时更改会写入文件。
tools/interactive_editor/deleted = 已移除对象"{0}"。
tools/interactive_editor/background = 预览背景
tools/interactive_editor/props = 属性
tools/interactive_editor/none_selected = 在列表或预览中选择一个对象。
tools/interactive_editor/label_id = ID
tools/interactive_editor/label_texture_key = 纹理
tools/interactive_editor/texture_placeholder = 无精灵图
tools/interactive_editor/texture_tip = 精灵图的纹理 ID;为空——不可见的可点击区域
tools/interactive_editor/label_layer = 图层
tools/interactive_editor/label_z = Z 顺序
tools/interactive_editor/label_cursor = 光标
tools/interactive_editor/cursor_none = (默认)
tools/interactive_editor/enabled = 启用
tools/interactive_editor/visible = 可见
tools/interactive_editor/collider = 碰撞体
tools/interactive_editor/label_collider_type = 形状
tools/interactive_editor/hit_rect = 矩形
tools/interactive_editor/hit_circle = 圆形
tools/interactive_editor/hit_polygon = 多边形
tools/interactive_editor/label_x = X
tools/interactive_editor/label_y = Y
tools/interactive_editor/label_w = 宽度
tools/interactive_editor/label_h = 高度
tools/interactive_editor/label_cx = 中心 X
tools/interactive_editor/label_cy = 中心 Y
tools/interactive_editor/label_r = 半径
tools/interactive_editor/polygon_hint = 点击背景添加顶点,右键点击顶点将其删除。至少 3 个顶点。
tools/interactive_editor/polygon_too_small = 多边形"{0}"的顶点少于 3 个。
tools/interactive_editor/highlight = 高亮
tools/interactive_editor/label_highlight_color = 颜色
tools/interactive_editor/label_highlight_scale = 缩放
tools/interactive_editor/actions = 动作
tools/interactive_editor/label_onclick_scenario = 剧本
tools/interactive_editor/label_onclick_commands = 点击时的命令(每行一条)
tools/interactive_editor/label_hover_enter = 鼠标移入
tools/interactive_editor/label_hover_leave = 鼠标移出
tools/interactive_editor/id_empty = 有对象的 ID 为空。
tools/interactive_editor/duplicate_id = 对象 ID 重复:
tools/light_editor/title = 光照编辑器
tools/light_editor/hint = 双击背景——新建灯光 · 拖动灯光 · Del——删除 · Ctrl+S——把 light_set 写入剧本
tools/light_editor/scenario_tip = 要编辑其 light_set 行的剧本(●——已设置灯光)
tools/light_editor/pick_scenario = — 选择剧本 —
tools/light_editor/save_tip = 把 light_set 行写入剧本(Ctrl+S)
tools/light_editor/copy_line = 复制行
tools/light_editor/copy_line_tip = 把 light_set 命令复制到剪贴板
tools/light_editor/copied = 已复制 light_set 行。
tools/light_editor/show_line = light_set
tools/light_editor/loaded = 已加载 {0} 的灯光。
tools/light_editor/no_lights_yet = {0} 还没有 light_set——添加灯光后,这一行会插在头部之后。
tools/light_editor/static_lights = 灯光
tools/light_editor/add_light = + 灯光
tools/light_editor/delete = 删除
tools/light_editor/limit = 最多 {0} 个静态灯光。
tools/light_editor/selected_props = 选中的灯光
tools/light_editor/none_selected = 在列表或预览中选择一个灯光。
tools/light_editor/x = X(0–1)
tools/light_editor/y = Y(0–1)
tools/light_editor/radius = 半径
tools/light_editor/radius_tip = 以 1920 像素宽的游戏画面计的半径(像素)
tools/light_editor/influence = 强度
tools/light_editor/influence_tip = 灯光影响(0–1)
tools/light_editor/color = 颜色
tools/light_editor/background = 预览背景
tools/catalog_export/hint = 归档和哈希在导出时计算;JSON 写在模组归档旁边
tools/catalog_export/mod_info = 模组
tools/catalog_export/id = ID
tools/catalog_export/name = 名称
tools/catalog_export/metadata = 目录
tools/catalog_export/locales = 本地化
tools/catalog_export/locales_hint = 没有任何行时,使用清单中的英文名称和描述。
tools/catalog_export/remove_locale = 移除语言
tools/catalog_export/preview = 生成的 JSON
tools/catalog_export/copied = JSON 已复制到剪贴板。
tools/catalog_export/export_tip = 打包归档、计算哈希并写入目录条目的 JSON
tools/catalog_export/exported = 已导出:{0}
tools/catalog_export/export_error = 导出错误
tools/catalog_export/url_required = 请设置下载 URL——没有它的目录条目毫无用处。
tools/scene_editor/title = 场景编辑器
tools/scene_editor/hint = 场景就是一个地点:背景、环境音和剧本。Ctrl+S 保存 · 双击列表中的背景将其添加
tools/scene_editor/save_tip = 把场景文件保存到所选模组(Ctrl+S);游戏会立即看到更改
tools/scene_editor/new_scene = + 新场景
tools/scene_editor/new_scene_tip = 创建一个新地点:名称、模组、背景。剧本可以以后再加;场景也可以没有剧本
tools/scene_editor/delete = 删除
tools/scene_editor/delete_tip = 删除所选模组中的场景文件
tools/scene_editor/delete_confirm = 从所选模组中删除这个场景的文件?场景的剧本会保留。
tools/scene_editor/go = ▶ 前往场景
tools/scene_editor/go_tip = 把游戏切换到这个场景
tools/scene_editor/rescan_tip = 重新读取场景、背景和声音(向模组添加文件后)
tools/scene_editor/scenes = 场景
tools/scene_editor/backgrounds = 场景背景(进入时随机选一个)
tools/scene_editor/all_backgrounds = 所有背景
tools/scene_editor/add_background = + 把背景加入场景
tools/scene_editor/add_background_tip = 把显示的背景加入场景(或在列表中双击它)
tools/scene_editor/remove_background = 从场景中移除背景
tools/scene_editor/properties = 属性
tools/scene_editor/name = 名称
tools/scene_editor/name_tip = 场景 id:拉丁字母、数字和 _;switch_scene 和剧本头部会引用它。只能在创建时设置
tools/scene_editor/mod = 保存到
tools/scene_editor/mod_tip = 写入场景文件的模组(仅限文件夹模组)
tools/scene_editor/ambient = 声音
tools/scene_editor/ambient_tip = 场景中播放的环境音
tools/scene_editor/listen = ▶
tools/scene_editor/listen_tip = 试听环境音
tools/scene_editor/stop = ■
tools/scene_editor/default_scenario = 默认剧本
tools/scene_editor/default_scenario_tip = 当场景没有其他剧本剩下时播放
tools/scene_editor/scenarios = 场景的剧本
tools/scene_editor/open_scenario = 打开
tools/scene_editor/open_scenario_tip = 在剧本编辑器中打开选中的剧本(或双击)
tools/scene_editor/new_scenario = + 新剧本
tools/scene_editor/new_scenario_tip = 在所选模组中创建本场景的剧本并打开
tools/scene_editor/none = — 无 —
tools/scene_editor/effective = 游戏中:{0}(来自模组 {1})
tools/scene_editor/adds_to = 场景定义在:{0}。保存时会在所选模组中创建一个补充它的文件。
tools/scene_editor/also_in = 也补充它的有:{0}
tools/scene_editor/no_writable_mod = 没有可以保存场景的文件夹模组。
tools/scene_editor/bad_name = 请设置场景名称:拉丁字母、数字和 _(以字母开头)。
tools/scene_editor/name_taken = 场景"{0}"已存在;请在列表中选择它。
tools/scene_editor/need_background = 请至少给场景添加一个背景。
tools/scene_editor/created = 已创建场景"{0}"。
tools/scene_editor/deleted = 已删除:{0}
tools/scene_editor/opened = 场景:{0}
tools/scene_editor/new_started = 新场景:设置名称和模组,添加背景。
tools/scene_editor/already_there = 背景 {0} 已在场景中。
tools/scene_editor/go_failed = 游戏不认识场景"{0}";请先保存它。
tools/scene_editor/went = 已切换到场景 {0}。
tools/scene_editor/rescanned = 已重新读取场景、背景和声音。
tools/scene_editor/scenario_created = 已创建剧本 {0}。
tools/scene_editor/no_scenarios = 这个场景还没有剧本
tools/scene_editor/no_backgrounds = 这个场景没有背景:在下方列表中选一个加入。
tools/scene_editor/pick_scene = 在左边选择一个场景,或创建一个新场景。
tools/scene_editor/preview_hint = 选择一个背景来查看。
tools/scene_editor/not_in_scene = (不在场景中)
tools/scene_editor/new_line_text = 一个新场景。用你的文字替换这一行。
tools/entity_editor/hint = 左边是带搜索的列表,右边是所选条目的字段 · Ctrl+N 新建,Ctrl+D 复制 · Ctrl+Z/Y 撤销/重做 · Ctrl+S 保存,游戏会立即看到更改
tools/entity_editor/section_list = 模组的条目
tools/entity_editor/search = 按名称或 id 搜索
tools/entity_editor/mod_tip = 要编辑其条目的模组;新条目会写入它的文件
tools/entity_editor/new = 新建
tools/entity_editor/new_tip = 向所选模组添加一个条目(Ctrl+N)
tools/entity_editor/duplicate = 复制
tools/entity_editor/duplicate_tip = 用新 id 复制选中的条目(Ctrl+D)
tools/entity_editor/delete = 删除
tools/entity_editor/delete_tip = 从模组文件中移除选中的条目
tools/entity_editor/delete_title = 删除该条目?
tools/entity_editor/delete_text = 保存时该条目会从模组文件中移除。剧本和地图中对它的引用会保留——请检查它们。
tools/entity_editor/undo = 撤销
tools/entity_editor/undo_tip = 撤销上一次更改(Ctrl+Z)
tools/entity_editor/redo = 重做
tools/entity_editor/redo_tip = 重做已撤销的操作(Ctrl+Y)
tools/entity_editor/no_entity = 在左边选择一个条目,或用"新建"创建一个。
tools/entity_editor/file = 模组 {0} · 文件 {1}
tools/entity_editor/id = Id
tools/entity_editor/id_tip = 唯一 id:剧本、地图和其他模组通过它找到这个条目。依赖所有者并提供相同 id 的模组会替换该条目
tools/entity_editor/locale_key_tip = 本地化键;下面的文本会写入模组的 locale/*.properties
tools/entity_editor/text_in = 文本({0})
tools/entity_editor/picture_pick_tip = 从模组文件夹中选择图片
tools/entity_editor/picture_pick_title = "{0}"组的图片
tools/entity_editor/section_other = 其他字段
tools/entity_editor/other_hint = 表单中没有显示的字段(其他模组的数据、战利品…),以 JSON 形式显示。JSON 一旦有效,修改就会生效。
tools/entity_editor/other_invalid = 其他字段:JSON 无效——{0}
tools/entity_editor/other_applied = 已应用其他字段
tools/entity_editor/opened = 模组 {1} 中有 {0} 个条目
tools/entity_editor/added = 已把条目 {0} 加入 {1}
tools/entity_editor/deleted = 已删除条目 {0}(保存后写入)
tools/entity_editor/saved = 已保存:{0} 个文件、{1} 条文本,模组 {2};游戏已重新读取数据
tools/entity_editor/broken_files = 没有读取 JSON 损坏的文件:{0}
tools/entity_editor/problem_id = 文件 {0} 中有条目的 id 为空
tools/entity_editor/problem_duplicate = id {0} 出现了不止一次